Thomas
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98acf904
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Fixed Y-flip in LW when a camera is rendering to a RT
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7 年前 |
Felipe Lira
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53d049a2
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Checked compiled shaders and updated code for simplicity and consistency.
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7 年前 |
Frédéric Vauchelles
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62c37c0f
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Update refraction test scene
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7 年前 |
GitHub
|
0b924990
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Fix the ordering of SetRenderTarget() calls
Avoid binding the same texture as an RT and a UAV.
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7 年前 |
Felipe Lira
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84d6783d
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Setting up light indices much earliear in the pipeline for better thread scheduling.
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7 年前 |
Frédéric Vauchelles
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0406b0ae
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Renamed ScreenSpaceRefraction volume
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7 年前 |
GitHub
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4814ba4a
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Merge pull request #1157 from Unity-Technologies/fix-depthcopy
Disable color writes in copydepth shader, fixes Vulkan Sceneview in HDRP
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7 年前 |
Felipe Lira
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66e79a31
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Disabling local shadows on GLES2 (until we get keyword stripping)
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7 年前 |
Frédéric Vauchelles
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4838fe60
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Fix path search in test tool framework
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7 年前 |
GitHub
|
614d618c
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Merge pull request #1156 from Unity-Technologies/fix/smallfixes
Fix/smallfixes
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7 年前 |
Felipe Lira
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e279a4bb
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fixed shadows on gles2
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7 年前 |
Frédéric Vauchelles
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4d04bd95
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Added debug data binding inside RenderForward
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7 年前 |
Frédéric Vauchelles
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db6e0385
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Renamed TexturePadding _Source to _InOutTexture
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7 年前 |
Felipe Lira
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f4678b55
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Fixed compilation in SimpleLighting on gles2
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7 年前 |
Frédéric Vauchelles
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66076676
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Added debug for HiZ SSRT
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7 年前 |
Frédéric Vauchelles
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8d5e998d
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Added pragma on GPUCopy compute shader
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7 年前 |
Felipe Lira
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5d568760
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Disabling local shadows on mobile until we can get keyword stripping
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7 年前 |
Frédéric Vauchelles
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a39254c9
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Merge branch 'master' into feature/RefractionModes
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7 年前 |
GitHub
|
791ce3b4
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Merge pull request #1155 from Unity-Technologies/Platform-support-check
Check Platform support for HDRenderPipeline
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7 年前 |
Felipe Lira
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b44aeec0
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fixed shadow kewords setup
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7 年前 |
Sebastien Lagarde
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46d72597
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Add platform support check
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7 年前 |
Felipe Lira
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c62af604
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Fixed vertex light computation and amount o max local pixels per pass.
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7 年前 |
GitHub
|
8358f08b
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Merge pull request #1151 from Unity-Technologies/Branch_LayeredSmallFix
- Fixed Layered material UI where Density As Opacity checkbox would n…
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7 年前 |
Felipe Lira
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7ce624ff
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fixed light indexing
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7 年前 |
Frédéric Vauchelles
|
c96eb98a
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(wip) Fixed refraction with sky proxy
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7 年前 |
Mikko Strandborg
|
eba212aa
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Disable color writes in copydepth shader, fixes Vulkan Sceneview in HDRP
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7 年前 |
GitHub
|
530f4bbf
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Make default diffusion profile F0 match standard material
Set F0 to DEFAULT_SPECULAR_VALUE = 0.04
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7 年前 |
Felipe Lira
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4fe2fdda
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Controls the amount of local lights shaded in a pass based on the support for StructuredBuffer
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7 年前 |
Frédéric Vauchelles
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5ef1d97f
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(wip) Added debug for proxy and hiz refraction modes
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7 年前 |
GitHub
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7f1e837b
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Merge pull request #1148 from Unity-Technologies/RemyUnity-patch-1
Allow edition of HDRP asset without a HDRP set in the graphic settings.
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7 年前 |
Felipe Lira
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7f179dc1
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Minor improvements to light index buffer.
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7 年前 |
Frédéric Vauchelles
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4ddbdad5
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Compilation fixes
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7 年前 |
GitHub
|
f52544f9
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Allow edition of HDRP asset without a HDRP set in the graphic settings.
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7 年前 |
Felipe Lira
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e1a64f54
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Added support to multiple shadow casting lights.
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7 年前 |
Frédéric Vauchelles
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412bd010
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Merge master
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7 年前 |
GitHub
|
b782fae4
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Merge pull request #1142 from Unity-Technologies/feature/RefactorCoreRPFiles
Refactor CoreRP root files
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7 年前 |
Felipe Lira
|
3550c0cf
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fixed wrong light shadow indexing in PBS shader
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7 年前 |
GitHub
|
d2d3a4e1
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Merge pull request #1147 from Unity-Technologies/fix/PS4Build
Use operator[] instead of LOAD on RWTexture2D
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7 年前 |
Felipe Lira
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86fd75ea
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Changed local shadow strength to use a float array instead of vec4 so we can do fast indexing on most platforms.
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7 年前 |
Paul Melamed
|
c2c2c9b4
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calculate decal texture lod outside of the loop
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7 年前 |
Frédéric Vauchelles
|
af3007d3
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Use operator[] instead of LOAD on RWTexture2D
|
7 年前 |
GitHub
|
38f1b362
|
Merge pull request #1141 from Unity-Technologies/feature/PlanarReflectionUI
Planar probe convolution
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7 年前 |
Felipe Lira
|
bf164955
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Fixed some issues with multiple shadow casting lights.
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7 年前 |
Paul Melamed
|
19e30640
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changed to use a 2d texture atlas instead of texture 2d array for decals rendered in the transparent pass
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7 年前 |
Frédéric Vauchelles
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4f1b9eae
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Merge branch 'master' into feature/PlanarReflectionUI
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
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7 年前 |
GitHub
|
77f8a26a
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Merge pull request #1143 from Unity-Technologies/feature/RefactorBufferPyramidVariables
Renamed properly buffer pyramid variables
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7 年前 |
Felipe Lira
|
81523ea2
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Cap local shadow casting lights to max of 1 for now. We need to pass in to shader the bias and scale for each shadow.
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7 年前 |
Paul Melamed
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ff3bd5a3
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using new texture atlas to store decal textures
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7 年前 |
Frédéric Vauchelles
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63675025
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Moved Misc to common and utilities
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7 年前 |
GitHub
|
7bfc3e85
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Merge pull request #1146 from Unity-Technologies/fix-1145
Fix for issue 1145 and also fix standalone builds
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7 年前 |